The Essentials
These essentials cover how to read the rules. Many effects occur during the game. All text of abilities, gear, and rules count as effect. Rules are written using standard U.S. times, dates, and measurements.
After the value of an effect is determined, other effects may modify it. When multiple effects would modify the same value, first apply additions and subtractions, then multiply and divide the result. Any time you must round a number, round down before using it in a calculation.
Face Value
Many parts of the game involve rolling dice. After rolling dice, each number face up on any die is called a face value.
Lock
Abilities and gear may have Lock, requiring you to make a choice from listed options. Make your choice immediately from any unselected choices upon learning the ability or crafting the gear, and the choice cannot be altered later.
Pools
Creatures have Pools that provide potential to pay costs of effects. Each Pool begins with 0 potential and grows based on the creature. Each effect specifies what Pool is needed to pay its cost, and that cost must be fully paid as part of declaring the effect. Abilities and gear may list additional costs before their effect, separated by a colon. When all potential of a Pool has been used, the Pool is empty. Each Pool specifies how its potential can be restored.
Every creature has a Pool for Grit, Energy, Resolve, Luck, Movement, Major Action, and Minor Actions. Some abilities grant new types of Pools granting you additional resources.
Reroll
After rolling dice, effects may cause you to reroll, allowing you to roll specified dice again to change the face value. If an effect causes you to reroll any dice as part of a roll, the entire roll counts as rerolled.
Tiers
Many effects are rated in Tiers to determine how effective they are. Tiers of the same name are added together to determine their effect.
Tiers are commonly used for features such as the Skills that are a core definition of creatures used to determine how many dice they roll, Ailments that cause increasing afflictions to creatures, and Environments that cause hazards in the world around you.
Duplicate Effects
Ongoing effects do not increase their effect when applied multiple times to a single subject. If the effects have different numerical values, apply the effect with the value furthest from 0. If the effect is dealing damage, there may be 1 instance for each damage type. If the effects are not numerical, apply the most recently created effect.
While effects that are rated in Tiers will be added together, other effects are more limited. While a more potent effect does not remove the weaker one, the weaker one will not cause any results while the other is in the same place.
Reading Section Headings
Various sections include effects your character can use, trigger, or benefit from. After the name in the section's heading, each may specify in parentheses how to perform it, the roll needed for use, and the defense against it. Any roll defined in a section subheading is modified by all effects that apply to the title.
Cease (No Action)
After you declare an action or cause an ongoing effect, you may end it early. You can declare Cease any time to immediately end an ongoing effect you have started before the beginning of your most recent turn or action you have started. Any time applied towards an incomplete action is lost.
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